Overview
Single screens limited game worlds. Scrolling broke that barrier, letting players explore environments larger than the display. Different platforms handled scrolling differentlyโsome with dedicated hardware, others requiring clever programming. The technique became fundamental to platformers, shooters, and countless other genres.
Fast facts
- Purpose: Display worlds larger than screen.
- Methods: Hardware or software.
- Directions: Horizontal, vertical, multi-directional.
- Challenge: Memory and CPU usage.
| Type | Direction | Example genres |
|---|
| Horizontal | Left/right | Platformers |
| Vertical | Up/down | Vertical shooters |
| Multi-directional | Any | Adventure games |
| Parallax | Multiple layers | Visual depth |
Hardware approaches
| Platform | Method |
|---|
| NES | Hardware scroll registers |
| Mega Drive | Multiple scroll planes |
| SNES | Mode 7, multi-layer |
| Amiga | Copper list tricks |
Software approaches
| Technique | Use case |
|---|
| Character scrolling | 8-pixel increments |
| Pixel scrolling | Smooth movement |
| Colour scroll | Attribute-level |
| Memory shifting | Brute force |
C64 techniques
| Method | Result |
|---|
| Hardware scroll | Smooth 0-7 pixel |
| Screen memory | Character-level |
| Combined | Full smooth scroll |
NES capabilities
| Feature | Implementation |
|---|
| Name tables | Four screens |
| Scroll registers | X/Y position |
| Mirroring | Memory efficiency |
| Split scrolling | Status bar trick |
| Factor | Impact |
|---|
| Memory bandwidth | Data movement |
| CPU cycles | Update speed |
| Screen updates | Vsync timing |
| Tile updates | Edge drawing |
See also